Slashdot Mirror


Is Second Life the Paris Hilton of Virtual Worlds?

An anonymous reader writes "Second Life appears to be suffering a bit of a backlash from its PR efforts. Matt Mihaly over at The Forge, newly-returned muckracker Peter Ludlow at the Second Life Herald and Tony Walsh at Clickable Culture have all recently taken Linden Labs to task for their non-stop, arguably deceitful, PR machine and frequent downtime. Further, over on Terranova a veritable cornucopia of long-time, experienced virtual world developers, including Raph Koster, Mike Sellers, Randy Farmer, the aforementioned Matt Mihaly, and Daniel James, have piled on, calling into question the fundamental utility of Second Life. Does Second Life have real utility, or is it simply an endless exercise in unsubstantiated public relations? What do Slashdot readers think?"

105 comments

  1. Well I'm no expert on Paris but... by Morphine007 · · Score: 2, Funny

    Does Second Life have real utility, or is it simply an endless exercise in unsubstantiated public relations?

    Yes

    1. Re:Well I'm no expert on Paris but... by Anonymous Coward · · Score: 0

      second life, for the people who have no first life to begin with

  2. Which? by otacon · · Score: 2, Funny

    Do you want my opinion or my second life's?

    --
    In a world of acronyms, the words are the real victims.
  3. Don't you need a first life ... by Anonymous Coward · · Score: 4, Funny

    ... before you can have a second one?

    1. Re:Don't you need a first life ... by gt_mattex · · Score: 1

      Apparently you've never played Warcraft!

      --
      "No doubt one may quote history to support any cause, as the devil quotes scripture." - Learned Hand
    2. Re:Don't you need a first life ... by j00r0m4nc3r · · Score: 4, Funny

      Do you need a half-life before you can have a first one?

    3. Re:Don't you need a first life ... by Eideewt · · Score: 1

      This is the MMOG version of those suburbanites who are scared to enter the city.

    4. Re:Don't you need a first life ... by jythie · · Score: 1

      Actually, I have found many of the 'get a real life' people are those who do well at life. Many seem to either:
      (a) can not understand how others might not do as well as them (or enjoy the types of interactions they enjoy)
      (b) want those 'losers' visible and around so they have someone to be doing better then. After all, what good is your place in the social order if you do not have most people benieth you?

  4. How much are they paying slashdot editors? by Anomolous+Cowturd · · Score: 3, Funny

    Seriously, three second-life articles a day is a bit much, isn't it? Isn't it time to fork off secondlife.slashdot.org and leave the games section to deal with, you know, actual games.

    --
    Software patents delenda est.
    1. Re:How much are they paying slashdot editors? by DrEldarion · · Score: 1, Insightful

      Oh, yeah, I'm sure they'd pay Slashdot to run an article saying "Is Second Life actually useful at all?"

    2. Re:How much are they paying slashdot editors? by __aaclcg7560 · · Score: 1

      ... leave the games section to deal with, you know, actual games.

      Yeah, we need to get back to why the Nintendo Wii will rock the house!

    3. Re:How much are they paying slashdot editors? by Gulthek · · Score: 1

      No publicity is bad publicity.

    4. Re:How much are they paying slashdot editors? by chrismcdirty · · Score: 1

      And we need to know why the PS3 will totally suck! And why everything from Microsoft is evil, except Xbox!

      --
      It's like sex, except I'm having it!
    5. Re:How much are they paying slashdot editors? by idontgno · · Score: 2, Funny

      You have to admit, the typical /. dupe rate guarantees outstanding returns on each marketing dollar.

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
    6. Re:How much are they paying slashdot editors? by aminorex · · Score: 3, Insightful

      There is a blowback from firing your guns before you're ready to start the race. Timing is everything when it comes to virality. That's why similar services may fail once, succeed over the top a second time, and barely limp by a third time. People won't go there, or won't stay there, if there's no "there" there. Sometimes this can have the effect of peeing in the pool: #2 can't hit because the rube base has been soured by #1.

      --
      -I like my women like I like my tea: green-
    7. Re:How much are they paying slashdot editors? by mrchaotica · · Score: 1
      And why everything from Microsoft is evil, except Xbox!

      Don't let Slashdot fool you -- the Xbox is evil too.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  5. Or to give it its full name... by Channard · · Score: 4, Insightful

    The Spoiled Whore 3D Playset. Actually, I wouldn't say it's like Paris Hilton really, more like P.T. Barnum or that guy who sold deeds to land on the moon. You pay money for something that has no real actual worth.

    1. Re:Or to give it its full name... by MartinG · · Score: 4, Insightful

      You pay money for something that has no real actual worth.

      What does worth mean exactly?

      Who gets to decide what has real worth?

      Isn't it the case that the market decides what something is worth, and that you don't decide?

      --
      -- MartinG To mail me: echo kewyjlcxyzvjfxbqwh | tr bcefhjklqvwxyz .@adgimnoprstu
    2. Re:Or to give it its full name... by objwiz · · Score: 2, Informative

      Yes, you may have to pay real money to get into SL (there are free accounts). However I argue that it does actually have worth.

      Two points:

      1) Lindens (currency in SL) can be converted to IRL currency. A small subset of the players that run shops and islands actually turn a RL profit every month. So, for these people there is a monetary worth.

      2) Its a world where friendships can be made, creativity expressed and other forms of joy experienced. This can have value to people. Such value cannot be measured but that doesn't negate its worth to the people that appreciate it.

    3. Re:Or to give it its full name... by AuMatar · · Score: 3, Interesting

      If people want something, by definition, it has value. If people don't, it could be made out of the rarest material in the universe and it still wouldn't have value. Nothing has an inherent value. And as long as people are willing to trade goods/services for a piece of virtual property, it has as much value as a piece of real property.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:Or to give it its full name... by GodfatherofSoul · · Score: 0, Troll

      Except the market is subject to forces that can cause illegitimate changes to an object's worth. You can define worth by market price or by it's true value (how to calculate that is beyond me). And, buyers don't always set the market price, such as in cases of collusion. What about Walmart undercutting pharmacies (and selling drugs at a loss)? That's definitely a case where worth and value are (were?) different. There are so many cases that blow the idealistic free market value system out of the water.

      --
      I swear to God...I swear to God! That is NOT how you treat your human!
    5. Re:Or to give it its full name... by Aladrin · · Score: 2, Informative

      "by it's true value (how to calculate that is beyond me)"

      You know why you can't figure out how to calculate that? Because it's impossible. Nothing has inherent value. All value is decided by the buyer and seller.

      Even in 'collusion' and 'monopoly', the value is set by the buyer and seller. You don't HAVE to buy gas for your car. You could find a closer job and just walk. Or take a bus. Or... Whatever.

      Walmart is undercutting other pharmacies and selling at a loss to attract business to themselves. They aren't doing it just to be jerks. They're doing it to sell more of something else. It's called a 'loss leader'. I think it's a perfectly crappy idea, but it's quite common.

      Don't get confused on value, though. Just because a person finds the drug 'worth' more to them than Walmart is selling it for doesn't mean anything. They are getting that money back another way. The value is still being set by the buyer and seller.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    6. Re:Or to give it its full name... by srmalloy · · Score: 1, Insightful
      You know why you can't figure out how to calculate that? Because it's impossible. Nothing has inherent value. All value is decided by the buyer and seller.

      Certainly there is a 'true value' for everything; it's the cost to produce it, both in actual outlay for supplies and in production time -- but measuring the value of production time can be slippery. This value is useful, however, only for the producer determining how many to make; the subsequent market value may bear no relationship to the true value. Take, say, one of van Rijn's paintings; his production costs were probably no more than a couple ounces of silver for materials and a few weeks of his time -- and now it would be 'worth' millions of dollars. Or look at most of what is produced as crafts for sale; I've seen products that sold for prices that, given the production time, equated to no more than $1.00 per hour as a wage, far below the 'minimum wage' set by law. Once something is put out for sale, though, you're correct; the only objective value is determined by whether a buyer will pay the price the seller sets for the object.


    7. Re:Or to give it its full name... by AuMatar · · Score: 0

      I said rarest, not non-existant.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    8. Re:Or to give it its full name... by Anonymous Coward · · Score: 0

      Value system problem here.

      If $$$ == Value for you then yes, anything that someone else wants badly enough to pay $$$ for has value.

      But if value is defined as something that contributes to your life or the lives of others in a more meaningful way than accumulating $$$ with which to indulge in childish wish fulfillment then no, not everything that someone is willing to pay $$$ for has value.

      So suggest maintaining a moment to moment awareness of the difference between the kind of value that translates to $$$ and the kind of value that translates to more meaningful life.

    9. Re:Or to give it its full name... by Aladrin · · Score: 1

      I see you got modded troll for that, and I feel bad about it. But that's because you're wrong, not because you're trolling. I think you honestly believe what you said.

      Production cost certainly helps the seller decide what the 'value' is to them. It means absolutely nothing to the buyer. That's why you've "seen products that sold for prices that, given the production time, equated to no more than $1.00 per hour as a wage, far below the 'minimum wage' set by law." Intrinsic value doesn't truly exist. It's just a way of describing the value of the parts, if sold in their basic, unrefined state. Intrinsic value of a circuit board has a lot more to do with the market value of copper than anything else. It certainly has nothing to do with all the time an effort put into designing and producing it.

      So while it may have cost a company a certain amount of money to produce something, that is not its value.

      For example: I make a wooden spoon from a block of wood. I've got $100 in tools and $1 in wood. I don't plan to make any more and the tools were ruined in the process. It takes me 15 hours to make the spoon. Is this wooden spoon's value $101? Nobody in their right mind would decide that, since a simple wooden spoon can be obtained for $1 on the market.

      Now say I use someone else's tools, the wood is free, and it takes me about a minute to make the spoon. Is the value of this spoon $0? The market says they are worth $1.

      This is pretty basic economics, by the way. I'm not just spouting this from nowhere. Economics was one of the most eye-opening classes I took in college. I actually enjoyed it, despite the -hard- teacher (or maybe because of him) because I learned so much. I actually took the second one for the knowledge, even though I didn't need it at all.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    10. Re:Or to give it its full name... by smchris · · Score: 1

      Wait until the next depression. I bet I can buy Second Life real estate for a bag of non-virtual potatoes. Will there still be added value? Sure. You could turn the bag of potatoes into vodka.

      But the value of Second Life is mighty rarified.

    11. Re:Or to give it its full name... by organicchunkysalsa · · Score: 1

      No real worth? What is Slashdot worth? What is any website worth? A plot of land or a business in Second Life has as much value as as anything on the internet. Everything on the internet is nothing more than a bunch of data, being on the internet or being in a Virtual World is nearly one in the same. How many people do you know that sit there and chat all day, or troll forums and never actually do anything? There are plenty of them out there. I will admit, I have been in Second Life for over 2 years now, and more than anything it's interesting to see the views that people take on a Virtual World like Second Life, as if it were any different from the stuff thats all over the internet.

  6. Utility? by Anonymous Coward · · Score: 5, Insightful

    Does Second Life have real utility

    If by "utility" you mean does it provide enough enterainment to warrant thousands of people paying a monthly fee to engage in it, then the answer would be yes. If by utility you mean, "does it serve a bigger good", then I'd say, how many of the other MMORPG serve any more utility than what I first mentioned?

    1. Re:Utility? by misleb · · Score: 1
      If by "utility" you mean does it provide enough enterainment to warrant thousands of people paying a monthly fee to engage in it,


      Small nit to pick.. Second Life doesn't charge a monthly fee. You pay for "Linden Dollars" to spend on things in the game.

      -matthew
      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    2. Re:Utility? by LearningHard · · Score: 1

      In an economics sense, yes Second Life does have real utility (http://en.wikipedia.org/wiki/Utility). However much utility is up to debate of course since utils are an unquantifiable measure. However the more proper question is: Does Second Life matter enough to be getting all the press especially from slashdot?

      I believe my personal value judgement on that would be no.

    3. Re:Utility? by eggstasy · · Score: 1, Interesting

      Screw entertainment, Second Life makes it exceedingly easy to create elaborate 3D online multimedia projects, machinima, games, you name it. I've been developing large projects on it since the damn thing opened, and I now run a 12-person company that focuses exclusively on Second Life development. There are hundreds, if not thousands of people living off Second Life already. How's that for utility?
      Check out a list of all the profitable businesses developing stuff for SL:
      http://secondlife.com/developers/
      Now, I know just about everyone there on that list, and I can assure you that we are all pretty busy. Heck, I'm not even *ON* that list and I have about 8 projects going and I'm hiring all the time. (know LSL? know PHP? send me your resume! we may need up to 40 mini-games done in three months, among other things)
      SL includes a firefox-based web browser, and can fully integrate with web servers as it contains a scripting language that allows programmatic communications with the "outside world" through email, XMLRPC or even HTTP.
      Think of it as an easy way to make web applications, except with fancifully interactive 3D graphics. If you think there are no practical applications for SL then surely you must think the same thing about the web. E-commerce, banking, casinos and puzzle games, or even full-scale commercial quality games. Those little flash games everyone plays now and then? You can now do the same in 3D, and people are loving it.

  7. Well, in 2nd lifes defense by antifoidulus · · Score: 4, Funny

    unlike the real Paris Hilton, you cannot get an STD from second life....

    1. Re:Well, in 2nd lifes defense by Anomolous+Cowturd · · Score: 1

      And second life can't hook you up with some weed either...

      --
      Software patents delenda est.
    2. Re:Well, in 2nd lifes defense by aminorex · · Score: 4, Funny

      Unlike Second Life, the real Paris Hilton actually puts out.

      --
      -I like my women like I like my tea: green-
    3. Re:Well, in 2nd lifes defense by Anonymous Coward · · Score: 0

      A coworker was reading up on Second Life and pointed out teledildonics.

    4. Re:Well, in 2nd lifes defense by Guppy06 · · Score: 1

      "Unlike Second Life, the real Paris Hilton actually puts out."

      We've seen the video. I think this statement is a point in favor of Second Life.

  8. i've been on second life a few times by circletimessquare · · Score: 4, Insightful

    i really don't get the point right now. it's too early

    the idea obviously is to spark a virtual world extension of reality, a common ground for people to engage in social exchange in groups

    but what it requires to do this is wide adaptation, for a lot of people to think "second life" when it comes to doing these things online in social groups

    and thus the pr machine: they are chasing that goal

    it's the network problem: the telephone network is only important if there are a lot of telephones attached to it. q: how important is second life? a: how many people are using it?

    so we shall see if second life reaches that critical mass, that spark, to become what it already pretends it is in its pr... or if some other online universe becomes that de facto standard of social group exchange online... or if the real world doesn't need a second life

    because a lot of really cool ideas never pan out just because people don't find utility for them. second life could be such a high minded stab in the dark that goes nowhere. or i could be wrong and it will be bigger than google. who knows? i don't know, and i don't pretend to... but don't let second life pr tell you they do know, they don't know either

    another avenue is that second life will try a few other things besides its much vaunted currency exchange. if it keeps fumbling around with a few ideas, it may suddenly hit that spark, and be something big, something big that was not what it was intended for, but something big nonetheless, if second life allows some experimentation with its reason for being

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
    1. Re:i've been on second life a few times by drinkypoo · · Score: 3, Insightful
      the idea obviously is to spark a virtual world extension of reality, a common ground for people to engage in social exchange in groups but what it requires to do this is wide adaptation, for a lot of people to think "second life" when it comes to doing these things online in social groups

      Actually, what it requires to do this is to have a decentralized system in which you run your own servers for your own properties, and no central server is required at all. Just like the WWW.

      We all pictured this when the nice people at Epic were announcing that the Unreal engine was getting portals to other servers, but then it was degraded back to portals between chunks of map and it wasn't exciting any more.

      VRML has links to other VRMLs but VRML is poop. I mean, what it does, it does okay, but it doesn't do nearly enough. What we need is something more like cube/sauerbrauten with inter-server portals. It would be okay if these were teleporters or something so that you couldn't look into the other server's map, which is a hard thing to do, unlike the teleporter thing which should be really, really easy! I mean, I'm not a good enough programmer to approach the project at all right now so I should probably just shut my piehole, but the games already tend to have teleporter entities so all that is needed is a little bit of code to check to see if servers are up when you get near or step on a portal, and then to tell your client to jump to another server/map if it is.

      And, if you used sauerbraten, then you would get in-game editing; it would be the closest thing to a graphical MUD that we've had yet, since it would allow building.

      The only other piece that we'd need to support this properly is user-uploadable player models/skins.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:i've been on second life a few times by misleb · · Score: 1
      but what it requires to do this is wide adaptation, for a lot of people to think "second life" when it comes to doing these things online in social groups


      I don't think usage needs to be too high. It really depends on the scope of the world (size and features) vs. the number of people online at any given time. I mean, you could have a successful world with 100 users as long as they are not spread out too thinnly. Nobody wants to walk through Second Life and see a ghost town.

      I was only on SL for a weekend. Unfortunately technical difficulties made using it really difficult and at one point I was bombarded with pornographic "object spam." What I did see looked a lot like a really big, elaborate ghost town.

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    3. Re:i've been on second life a few times by Anonymous Coward · · Score: 2, Informative

      Skins are big business in SL. All of them were created by players and uploaded.
      I've even made my own in Adobe Photoshop, using the freely supplied templates, and using model pictures from the web.

      Because of this ability to photoreference you will not find better looking avatars in any video game at this point in time (oct. 2006). Only 3d modelling software betters them.

    4. Re:i've been on second life a few times by Anonymous Coward · · Score: 0

      What I did see looked a lot like a really big, elaborate ghost town.

      Yes, that's a perfect description of Second Life. It's one huge elaborate ghost town.

      And that's so simply because it is not possible to hold interesting events of any scale beyond club-size, owing to the terrible 1-CPU-per-sim implementation.

      Put a dozen people together and it's already sluggish if they do anything except dance (because dance movement isn't actually happening in the world, just on your local screen). Try and do anything interactive, even with just half a dozen people, and the lack of responsiveness just makes it unusable.

      It could have been great, but it's not. Bad implementation.

    5. Re:i've been on second life a few times by Anonymous Coward · · Score: 0

      Classic example was the Info Island library opening weekend. Huge amount of effort by those involved... lots of people showed up and the result was constant crashing and lag.

  9. You mean... ? by kclittle · · Score: 2, Funny

    You mean, Paris Hilton is for real? Nah, I don't believe it. On any real human with a head that empty, the skull would simply implode from the 1 atm pressure.

    --
    Generally, bash is superior to python in those environments where python is not installed.
    1. Re:You mean... ? by jpardey · · Score: 1

      Actually, in Paris Hilton's head, there is thermodynamic equilibrium between the system and its surroundings.

      --
      I have freaks! I did something right...
  10. re: Is Second Life the Paris Hilton of Virtual... by curecollector · · Score: 5, Funny

    Is Second Life the Paris Hilton of Virtual Worlds?

    I dunno, how easy is Second Life?

    (The summary already states that it's ubiquitous, apparently useless and is subject to frequent downtime...)

  11. Second Life has plenty of good uses by FlipperPA · · Score: 5, Interesting

    As a fairly well-known Second Lifer, I think it's got plenty of good applications. The most obvious is clearly entertainment: the ability to attend live music acts several times a week now that I'm in my married 30s instead of my single 20s has a huge appeal to me. My real-life company also uses it to train our field technicians on the under-the-asphault workings of gas stations. For some reason, the community has a really cool feel to it, and I've made quite a few friends who have transitioned to become real-life friends, and mingle with my real life friend crowd. I don't understand the haters at Slashdot: I'm not a gamer, never have been, and Second Life is the only 3-D application I really use these days. Second Life is not a game, it's a far more complex application and network (everything is streamed), so comparisons to MMOGs that store 99% of the content on the hard drive and have professional content creators really isn't fair.

    I never got a good feeling of community at Active Worlds, which Second Life has in spades. There's a huge academic community within Second Life as well who seem fairly convinced that the educational possibilities of Second Life are immense. When I first joined Second Life after reading about content creators retaining IP rights to their creations on Slashdot in 2003, I thought I'd check it out for the free one-week trial. Here I am three years later, running real-life conventions for Second Life enthusiasts with keynote speakers like Mitch Kapor! Try it, it might surprise you.

    1. Re:Second Life has plenty of good uses by not+already+in+use · · Score: 1
      Second Life is not a game
      Websense would beg to differ.
      --
      Similes are like metaphors
    2. Re:Second Life has plenty of good uses by Selanit · · Score: 2, Informative
      I never got a good feeling of community at Active Worlds, which Second Life has in spades. There's a huge academic community within Second Life as well who seem fairly convinced that the educational possibilities of Second Life are immense.


      I joined Active Worlds years ago -- 1998, God, has it really been that long? -- and I got a terrific feeling of community. There were teachers to help you learn to build, storytelling groups, role-players, assorted card/board game worlds. There were thousands of users online at any given time back then. And there was a good deal of academic interest in it, too. Heck, I joined up because a guy in the dorm I was living in then asked for my help in figuring out an Active Worlds assignment in one of his business classes.

      And all was great. For about a year. Then the company screwed up and pissed off the majority of their most loyal fans, with inflated rhetoric, poorly realized promises about the program's capabilities, and (the killer) rapidly inflating the price for a "full citizenship." The idea of making "virtual malls" fell through. "3D Homepages" fell through. The academic interest dissolved once they figured out that the thing AW was best suited to teaching was AW itself.

      These days, the Active Worlds community consists of a fairly small group of extraordinarily dedicated users hanging on despite years of neglect and outright abuse by the company. I'm one; most of the others can be found a SW City.

      So far, I've seen nothing to convince me that Second Life isn't going to follow the same trajectory as Active Worlds: start small, spark buzz, build up a decent user base ... and then fizzle.
    3. Re:Second Life has plenty of good uses by cHALiTO · · Score: 1
      the ability to attend live music acts


      "Live"??
      --
      "Luck is my middle name," said Rincewind, indistinctly. "Mind you, my first name is Bad." -- Terry Pratchett
    4. Re:Second Life has plenty of good uses by FlipperPA · · Score: 1

      Hey guys, thanks for responding. Websense doesn't know how to categorize a lot of things correctly, heh.

      As for live music acts, yes, a lot of local musicians and bands from around the world actually perform live on Second Life. Sometimes it's just a feed from practice, other times a solo artist, but always a lot of fun.

      I was in ActiveWorlds at the same time you were, and yes, it really did get screwed. Going through several iterations of ownership and basically never being updated really didn't help; SL is constantly being updated and improved, as as you can see from the original article, some people think too much!

      Regards,

      -FlipperPA

    5. Re:Second Life has plenty of good uses by AugstWest · · Score: 1

      I'd give you some funny if I had the points....

    6. Re:Second Life has plenty of good uses by coaxial · · Score: 2, Insightful

      As a fairly well-known Second Lifer, I think it's got plenty of good applications. The most obvious is clearly entertainment: the ability to attend live music acts several times a week now that I'm in my married 30s instead of my single 20s has a huge appeal to me

      I have to point out you're not actually attending anything. You're sitting at home on your computer watching hyper-polygoned facimilies of people move around arhythmicly while an mp3 is streamed to you. You're no more "attending a concert" than "attending the World Series" when you watch on television. Or storming the beaches of Normandy when you're playing Medal of Honor. The experiences are completely different.

      There's a real world where there are real experiences, and then there's the virtual world where the expereinces are a pale in every comparison. To conflate the two is either to be naive in the extreme, or to be disingenuous.

    7. Re:Second Life has plenty of good uses by cowscows · · Score: 1

      While it's not quite the same as being there, it's closer than just watching on TV. The music might be streamed via mp3, but there's a path of communication back that doesn't exist for television.

      SL occupies a space between TV and "actually being there". Of course it's not the same, but it lets this guy get closer to the real thing than he would otherwise. And he appreciates that. So what's the problem?

      --

      One time I threw a brick at a duck.

    8. Re:Second Life has plenty of good uses by Anonymous Coward · · Score: 0

      I don't understand the haters at Slashdot
      [which was preceded by...]
      The most obvious is clearly entertainment: the ability to attend live music acts several times a week now that I'm in my married 30s instead of my single 20s has a huge appeal to me. My real-life company also uses it to train our field technicians on the under-the-asphault workings of gas stations. For some reason, the community has a really cool feel to it, and I've made quite a few friends who have transitioned to become real-life friends, and mingle with my real life friend crowd.

      Well, part of the problem is that people always end up comparing Second Life to real life and saying basically "See, you can do the same things in Second Life that you can do in real life!" Perhaps those of us who don't see why that's in any way attractive are the "haters"?

      There's a huge academic community within Second Life as well who seem fairly convinced that the educational possibilities of Second Life are immense.

      The idea that there are things which you can do in Second Life has which you can't in real life is why Second Life could be interesting. "Everything is streamed", on the other hand, is not an advantage of Second Life over real life. The fact that "there's a community" is not an advantage of Second Life over real life. The idea that you might make real-life friends there... well obviously that's not an advantage of Second Life over real life. Hearing stuff like that presented as the reason why you should spend time in Second Life instead of real life (remember, you give up X hours of one for X hours of the other) is creepy, which is probably what the "haters" are thinking.

    9. Re:Second Life has plenty of good uses by Jalestra · · Score: 1

      Hey, Jay-Z isn't going to yell out at the computer screen "Hey Jalestra!" when I walk in the room...but Mel Cheeky does! So yeah, it's live, she sees me enter the room, says hi, asks about my classes or my most recent build and we hear great music in real time in a much more intimate kind of way than watching MTV or going to the nearest concert hall.

      --
      I'll be enthusiastic about encouraging thinking outside the box when there's evidence of any thinking going on inside it
  12. Thoughts From a Former Frequent Second Lifer by SketchOfNight · · Score: 5, Informative

    You know, the thing about Second Life is that it has so much potential. It really does. Unless you've been in there, you're the creative sort and you've experienced the way it can allow you to build, share and interact with people online you'll have a hard time understanding what the big deal is. It's a wonderful toy and an interesting social construct. Do I believe that Second Life is really anything more than a toy? No, not really. It's fun to play around in for a while. For some people, it becomes quite literally a second life (I know it did for me) with social obligations, friends, events, and planned projects. Hell, I know how absorbing it can be and how detailed you can get, I (as Alan Beckett) won the 2005 Game Development contest with Jeffrey Gomez. That was where I really began to lose faith in Second Life for a variety of reasons. The technical limitations on Second Life are pretty nasty in some regards. Scripting can only go so far when your engine is struggling with the load of the basic client. Jeff had to work up a lot of work arounds in his script, created a lovely simple collision detection system, whipped up a random terrain generator, and allow for multiple users to participate on the same level at the same time. This is no small achievement within Second Life and what we built was most definately a game different and unique in and of itself. It was never perfect, though. We had to keep things as low "primcount" as possible (Prims are basic geometric shapes that make up all models. You build with them in Second Life.) to keep the game from choking outright, were constantly juggling what the sim itself could handle with what we wanted, and when all was said and done they released a patch that outright killed the game. Jeff just could not make it work again, the Lindens (those who act as administrative staff withing Second Life) talked of helping and never did and we had to badger them repeatedly before we ever even saw the promised reward money for the contest. Their staff are, in general, useless, unhelpful and irritating to deal with. Ask most long-time residents involved in the creative side of things and you'll generally find that the story is the same for any big project, assuming it ever even gets as far as completion. Second Life is a wonderful idea, but the client is aging, the staff are not helping, and the direction it's taking is an act of desperation to keep the whole raft afloat. I haven't logged on but once or twice in the past several months and haven't really felt the desire to, either. When someone creates a better alternative I'll move over there in a heartbeat, but for now, it's the best option we've got.

    1. Re:Thoughts From a Former Frequent Second Lifer by SketchOfNight · · Score: 0

      Ugh. Forgot to format. Sorry for the annoying read, folks.

    2. Re:Thoughts From a Former Frequent Second Lifer by cowscows · · Score: 1

      I entirely agree. There are a whole lot of technical issues that are really holding SL back, and the devs seem to have the common problem of being more interested in adding new features than fixing all the existing stuff that doesn't work well. It certainly has not scaled well as its grown in population, nor can the servers cope with the increasing skill levels of creators, and the complexity of the types of projects that experienced players are attempting.

      The scripting language, and the relative ease with which it lets you do all sorts of things can be very inspiring, yet at other times it's amazingly frustrating, because it's full of oddities and ugly work-arounds and just plain missing features.

      I'll also agree that the Lindens pretty much all suck. Many of the rules and very vague, and enforcement and punishment is often very arbitrary.

      Like you said, there's tons of potential. It's a very ambitious experiment, and at this point, I don't think Linden Labs has the focus/resources/whatever it takes to finish it. It's like a big project that someone was all excited about, but halfway through they got distracted, and sort of lost interest, and it'll never get finished. I have lots of projects like that. But then again, I don't charge anyone to use my projects.

      --

      One time I threw a brick at a duck.

    3. Re:Thoughts From a Former Frequent Second Lifer by Jalestra · · Score: 1

      Well said! Beautiful idea going horribly horribly wrong currently. And I just don't see how they are going to attract and keep FL businesses with this model at all...and that's gonna send us all down the tubes.

      --
      I'll be enthusiastic about encouraging thinking outside the box when there's evidence of any thinking going on inside it
  13. Ho hum by Selanit · · Score: 4, Insightful

    These objections seem to rest on three claims:

    1) Second Life has over-stated its number of active users by counting every registered account as an active user.

    2) Second Life suffers from reliability problems.

    3) "... there is no actual utility in Second Life for anyone who isn't there for the sake of feeling as if they're on some sort of cutting edge (or who are among the 10 people or so who manage to make some decent money via the virtual world by selling custom dildos and virtual prostitution services." (Emphasis added.)

    As for the first claim, big deal. So there are roughly a million "registered users" and roughly 10,000 users online at any given time. That's a difference of a hundred-fold. But it's not worth getting worked up about; it's just a standard PR tactic. See also: hard drive manufacturers whose advertised hard drive capacities are slightly higher than the actual capacity of the drive, due to counting a "Gigabyte" as 1,000 MB instead of 1,024 MB.

    For the second, outages are pretty common in most services. This, too, is pretty much par for the course. Nothing to get worked up about.

    The third objection is the most interesting, since the blogger seems to think that "actual utility" means "everybody makes money." Which is just silly. Second Life was never intended to make money for anyone but 1) the company, and 2) a small number of exceptionally diligent users, maybe, if they're lucky. Most of the users -- particularly the active ones -- seem to be more interested in using Second Life for social activities (e.g. chat), and building their own dream-environments, lovingly decked out with elaborate houses, swimming pools, trees, etc. That's a "utility" that has nothing to do with making money for yourself.

    If the Rah Rah Second Life rhetoric irritates the blogger, there's a simple solution: stop reading it.

    1. Re:Ho hum by Anonymous Coward · · Score: 0

      Why should a gigabyte (GB) be different that a gigahertz (Ghz)? Kilo, Mega, Giga, are DECIMAL not BINARY modifiers.

    2. Re:Ho hum by DeadChobi · · Score: 1

      All i have to say, and feel free to disagree with me all you want because it doesn't make any difference to me, is that there is a pretty fucking big difference between ten-thousand and a million. We're talking the difference between planets and suns, electrons and protons. Maybe not that big, but the difference is on the order of a small city versus a state(or province). I'm not saying that this makes it inheriently bad or good as a service, but 3 orders of magnitude is a pretty gross overstatement. On EVE, we were excited that we broke the 30k mark for simultaneous users. There's nothing wrong with being small relative to World of Warcraft. Everyone is.

      --
      SRSLY.
  14. Does Myspace? by Bieeanda · · Score: 5, Insightful
    Because seriously, aside from the graphical angle and the constant downtime issues, the two services are extremely similar. Neither are particularly well policed, both allow for truly godawful site/plot designs, and both are increasingly heavily occupied by corporate PR interfaces.

    The whole reason for the existence of both is social networking. Making money is clearly a big deal for some SL users, but without other users to actually buy their virtual goods or rent space to build upon, the creators/sellers wouldn't have a market.

    Personally, having been in SL off and on for over a year, I think it's a product with limited shelf-life. The developers have been promising big things, like better physics, rendering and interface tools for next to forever, but between community resistance to change and their own middling competencies (not to mention popular interactive items that depend on bugs and bad scripting to function), their efforts have dwindled to very basic bug-fixing and quality of life tweaks, while doggedly chasing after investment capital. Major changes risk forcing the users to re-learn or rebuild their projects, but at the same time other outfits are developing similar applications that leave SL in the virtual dust.

    1. Re:Does Myspace? by jandrese · · Score: 2, Informative

      Yeah, how long have they been promising to update the engine now? It seems to have gotten to the point where the developers look at the engine and throw up their hands in despair. There have been some improvements, but they tend to be pretty incremental, although the change to the lighting system was a nice and sorely needed.

      --

      I read the internet for the articles.
    2. Re:Does Myspace? by AugstWest · · Score: 1

      but at the same time other outfits are developing similar applications that leave SL in the virtual dust.

      Such as?

  15. Still ugly, buggy and unimpressive by rbanzai · · Score: 2, Interesting

    No matter how many times I've checked out SL it leaves the same impression: crap

    Considering how powerful video cards and PCs have become it's unforgivable for a product like this to have such ugly graphics and such poor performance. The flexibility is really interesting but to what end? People blundering with choppy video about in an empty looking 3d world with as much visual depth as a Mario game?

    Second Life is a test bed, that's it. It is far too crappy to be significant.

    1. Re:Still ugly, buggy and unimpressive by misleb · · Score: 1

      I think the probem is that it is an aging program and a lot of the world content is entrenched in outdated methods and technologies. From what I understand, the SL developers WANT to improve the graphics and physics and all that, but to do it right would require breaking a lot of things. And long time users don't want that. Perhaps Linden Labs should consider starting a whole new world (Second Life 2? Third Life?) with a new client and new servers that would run parallel to Second Life until it could gain enough momentum to have everyone make the jump. Otherwise, I think Second Life is just going to fizzle out and some newer, more modern virtual world will take its place.

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    2. Re:Still ugly, buggy and unimpressive by secolactico · · Score: 1

      Considering how powerful video cards and PCs have become it's unforgivable for a product like this to have such ugly graphics and such poor performance. The flexibility is really interesting but to what end? People blundering with choppy video about in an empty looking 3d world with as much visual depth as a Mario game?

      You summed up my feelings quite nicely.

      I haven't been frustrated by an online game since Anarchy Online. The performance is god-awful. Moving was a bear since it was done via keyboard and there was about a second delay from keypress to actual movement. And this was on a "decent" PC (Pentium 4 with 1 GB of RAM and 256KB broadband).

      I made it past the tutorial and decided to call it quits.

      --
      No sig
  16. It's like a MUD, only without the creativity... by Banner · · Score: 4, Insightful

    Second life (to me at least) just seems like another MUD/MUCK, only with a lot less creativity. Almost all the icons are made by a small group of people and you have to buy one (because most of us don't have that much artistic talent to make something that looks good), a lot of the actions you do are programs that you or someone else probably bought (because too many people don't want to learn another language, or programming).

    I've watched people play with Second Life, and I see them always clicking on lots of actions, and clicking on lots of poses, etc etc etc. It seems to me that a large percentage of interaction and behavior in Second Life is made up of canned actions and behaviors. Which is to say: not very creative. Yes you have a pretty interface and we all know how a lot of people can't resist pretty pictures on a screen, but content-wise I think it tends to be pretty vapid.

    Except of course for the people who make a lot of money off of it, (and I know more than one bringing home several hundred dollars of real cash per month from sales to the other users). To them I'm sure it's the greatest thing since sliced bread, and I guess from their point of view they're right. But I just don't find it to be very interesting or entertaining.

  17. I pick unsubstantiated public relations by andy_fish · · Score: 3, Insightful

    Yeah I have to vote for "unsubstantiated public relations".

    Whenever I read any of the SL articles, I always have to wonder, have any of these people actually played the game?

    Here is my experience from having tried it a few times:

    1) I log in, there's a ton of people sitting around in crazy costumes chatting. Lots of typing sound effects. So far so good.

    2) I try to find something cool. It took me a while before I figured out how to use the map, or bring up the list of popular destinations, but I can get that far now. By the way, the GUI moves like molasses. It's painful to use.

    3) I warp in to a new area. At first I don't see anything but terrain. Gradually, distant shapes begin to stream in. I try to fly around as things are streaming in, but I keep hitting invisible walls. It takes about a minute of streaming before I can actually see the walls I'm running in to.

    4) After about 2 minutes of waiting, the area finishes streaming in. 99% of the time, it's a store. And 90% of the time, it's specifically a clothing store, either selling a) clever t-shirts, or b) sexy female models.

    5) Repeat at step 2

    SL is great in concept, but right now the execution of that concept just isn't there. And I can forgive some stuff. I can forgive the fact that most of the user-created content is crap. But I can't get past the horribly slow GUI, and the horribly slow streaming of new content. They are show-stoppers for me.

    --
    & I wish I knew the password to your heart . . . &
    1. Re:I pick unsubstantiated public relations by cowscows · · Score: 1

      The single most frustrating thing in SL is that running into invisible walls. If there's collision detection, then the client must know there's something there. Why it can't show some default textured shape is just a huge mystery to me. It seems so simple and obvious, yet it's still an amazingly annoying problem.

      --

      One time I threw a brick at a duck.

    2. Re:I pick unsubstantiated public relations by Anonymous Coward · · Score: 0

      You got it exactly. I tried SL and this was my exact experience.

      I was home sick and had nothing better to do so I stuck with it for about 3 hours. Most of the "world" is empty of people and full of stores. The few people you do run into are either idle, ignore you, or are basically like "welcome noob, you should buy some new clothes". That might work on the web, but in a virtual world you expect some activity and some actual interaction. Combared to the beta test for There (no idea what happened to it) SL is a wasteland. In There it seemed like there was actual stuff going on and things to do (no idea what it was like post-Beta) - you could just randomly borrow a dune buggy and go racing around in it until the owner took it away from you.

  18. No by Lord+Kano · · Score: 4, Funny

    I've never seen Second Life's bush.

    LK

    --
    "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  19. I wasn't bagging on SL in particular... by RaphKoster · · Score: 2, Interesting

    in that TerraNova thread, but rather on the whole thought of the 3d Web. In fact, that's what most of the discussion was about, not SL in specific.

    -Raph

  20. hmm by DaveJay · · Score: 1

    Unlike every other online service I'm aware of, Second Life exists only to...exist. The players determine what they do with it, and so without a built-in "purpose" per se, Second Life will live or die by things like Public Relations efforts.

    I have to imagine that other online services must be a bit jealous, however; I mean, with WoW, you couldn't really make a press release out of activities in the game in the way you can with Second Life, because (using a recent example) companies aren't going to host a press conference in WoW. The fantasy aspects (and just plain game aspects) of WoW and others prevent it from being taken seriously as anything other than a game (and perhaps an economics experiment.)

    So boo on the haters; let 'em talk about themselves all they want. Heh.

  21. Just thinking by DaveJay · · Score: 1

    So, the first time I ever logged into WoW, I ran around a lot, and tried to figure out what to do. After a while, I stumbled into various NPCs that gave me quests to fulfill, and in attempting to do so figured out how the weaponry and such worked.

    Now, the first time I ever logged into Second Life, I ran around a lot, and tried to figure out what to do. After a while, I stumbled across various people (not NPCs) learning how to script, or testing something, or playing with things other people had scripted. This made me want to do the same thing.

    The thing is, you'll like WoW and such if you are bored and need something to do; you'll like Second Life if you have something you want to do and need a virtual world in which to do it.

  22. SL just beginning to show signs of real potential by Wax_and_Wane · · Score: 2, Interesting

    Im currently working as Art Director/Builder on what from my knowledge is the most ambitious project on the Second Life platform to date. I have always been a huge skeptic when it comes to much of the hype about SL. It is just beginning to show signs of being what it promotes itself as.

    Decentralized education and social networking are its two main potentials right now so far as sustainable business models are concerned. The platform is still clunkier than serious investors in its uses would prefer, but it continues to evolve. It is too early to say with any degree of certainty that it will or won't achieve its promise. There is no question however to those that are involved in pushing Second Life's application, that a virtual platform like Second Life will have a multitude of uses in education, simulation and social networking. Yes it is early for it, but I think SL is hanging on and pushing the concept to the masses to attempt to spur the development along. I have worried recently that Linden Lab risk expanding their user base to a level they can't handle serving, but I'd rather have too much business than not enough so long as it doesnt ruin the future prospects with bad impressions.

    And so much of the press from Linden Lab, including the 3 articles a day posted on Slashdot, ignore one use of Second Life that is extremely profitable (as many businesses in SL are, Bubble 2.0 or not). SEX. Virtual sex may be the holy grail of pornography. Second Life is already a platform for it and projects for networked sexual I/O hardware devices are already in the working model stage.

    So really, just like the early World Wide Web: Second Life is clunky but shows signs of real promise. It's rife with overinflated business hype. And it always has sex to keep it afloat.

    As far as the comparison to Paris Hilton: no Second Life is not the slutty ho-bag of MMORPGs. Wait! maybe it is . . . *logs into SL*

  23. Re: Is Second Life the Paris Hilton of Virtual... by argStyopa · · Score: 2, Insightful

    It's so cheap as to be free (I got a perma-account back when they were giving them away, dunno if they still do that)
    It frequently doesn't work.
    It's pretty farking ugly.
    Constantly going down on just about everyone.
    Meaningless, worthless except to narcissists.
    Frequently seen in odd sexual practices.
    No visible means of support; somehow able to make money despite not actually DOING anything, and doing that poorly, if you can believe it.
    Doesn't like guys who play World War 2 Online.

    I'd say that's a pretty solid YES.

    --
    -Styopa
  24. not Snow Crash yet... by darkvizier · · Score: 2, Interesting

    I think the Paris Hilton analogy fits more with the current residents than with the game world itself... And yeah, the residents that I've seen have mainly been what PR has shown me. So that's probably not an accurate stereotype (ha!) for all SL players.

    Second Life is an environment whose main purpose is social. It gives people a place to express their artistic creativity, and take advantage of freedoms that they can't find in their real lives. They take the concept of player created content to a whole new level, and that's impressive. Not only do they give the player the freedom to make what they want, they also provide incentive to, in the fact that they have IP rights over their creations and can sell them to other players.

    I read somewhere that SL was inspired largely by Neal Stephenson's Snow Crash. There, I can't fault them either. There are few books that would be better inspiration for an online world. There's still a wide gap though, both technological and societal, between Stephenson's concept and Second Life. The immersiveness is not quite there for me yet. I see it more as a hip hangout place for... those who fit nicely (and willingly) into stereotypical groups... to meet. I.E. MySpace 3D.

    In addition to showing us a grand picture of the future of society, Stephenson also showed us many of the problems associated with such a world. This world too has its own share of misery. The very fact that we have to escape to another world to feel free... That says something. Those who try to escape from their problems are doomed to drag them along. And even as people escape to this new frontier, the corporations will follow them. We've already seen a couple big companies jump on the SL boat.

    While in many ways this is new, it's also following a pattern. The pattern of any major frontier. Right now it's in the Wild West stage... once big businesses move in they're going to pull legistation with them, and it's going to get mucked down in beaurocratic non-sense.

    So I'm waiting. I'm curious to see how this all works out, but I really don't see any personal advantage for me in joining SL right now. More time/effort/money dedication than an MMO, and essentially the same social exposure... No thanks guys, I'll pass. Good luck, I'll be keeping an eye out, but it's not for me right now.

  25. I think.... by Scott+Swezey · · Score: 1

    That's hot.

    *ducks*

    --
    Scott Swezey
  26. Well.. by Lordfly · · Score: 2, Insightful

    I suppose that's one way of looking at it.

    People use SL for primarily three things now.

    The first is socializing. People love logging into SL and chatting in a 3d environment. Why? It's expressive. Why do Slashdot users hang around in programming IRC rooms, or post on Slashdot? Community. Participation. Chatting. Whatever. SL users do that all the time. Except now they can have a visual interpretation to their words; humans are a visual creature, after all.

    The second is creativity. I've run into so many creative people using SL as a creative release (myself included). If you have a creative drive of any sort, SL is a huge sink of that. Houses, motorcycles, characters, machinima, whatever.

    The third, becoming more prevalent now, is moneymaking. People make money in SL in two ways: producing compelling content (avatars, clothing) and selling a boatload of it, or by doing promotional work for companies wanting to get their foot in the door (companies like Millions of Us and the Electric Sheep Company do this). The former is less lucrative than the latter, currently, but is also less likely to be affected by the obvious bubble this is causing.

    In short, SL is what you make of it. Sex house? Sure. Creative playground? Yep. Marketing gimmick? You bet.

    So's real life.

    --
    hookers and grits.
  27. Re: Is Second Life the Paris Hilton of Virtual... by Lordfly · · Score: 2, Insightful

    1) Free is good; isn't slashdot all about the open source movement, blah blah blah?
    2) Working for me right now.
    3) Beauty is in the eye of the beholder. And, the world is made by amateurs, not professionals. Sturgeon's Law.
    4) If people stopped grey-gooing the grid, this wouldn't be an issue.
    5) All games and chatrooms are meaningless.
    6) Because Lord knows, there aren't any deviant sexual people in real life...
    7) The act of creating isn't doing anything? Awesome, I'll be sure to send that memo over to Da Vinci.
    8) Because the contingent there were racist homophobes who shot their neighbors?

    Sheesh.

    --
    hookers and grits.
  28. Second Life is totally non-scalable by Morgaine · · Score: 5, Insightful

    >> it's too early

    It's not too early to understand Second Life's implementation and to call it a disaster, because that is not changing. And it won't change. We've explained the problem to them repeatedly, to no avail.

    I've been on Second Life a couple of years, and I still am, because the concept of Second Life is fantastic and I would love to see them succeed. But it won't, it can't possibly, because it's designed like a toy instead of for growth.

    The problem is simple: SL's servers are mapped physically and logically into a static grid, where each server implements a fixed number of zones (called "sims"), usually just 1. This server does all the processing for everything in that zone (excluding database), and that includes all objects, all land-related storage, all scripting, and all handling of people in that zone.

    Now early on in SL's life, some incompetent designer convinced the CEO that this is scalable, simply because you can extend the grid north-south and east-west as much as you like. Unfortunately, he or she failed to see that this is only scalable as long as all people and all objects stay in their home zones. Needless to say, that kills any prospects the world may have had stone dead. No crowds, no major sporting events, no well-populated pop concerts, no nothing beyond nightclub size, because 1 machine per zone (no matter how powerful) simply cannot scale that way.

    Replacing each sim server by a cluster can't help, because SL zones can't be processed in a distributed manner. Huge multi-core SMP machines operating on a single server image might work, but then their entire business model of "one cheap machine per zone" would break down. And they can't put just a few big-iron machines in and restrict the large events to those zones, because anyone can hold an event on their own land, and that would discriminate between zones.

    Another way of explaining the problem: processing people takes up most of a zone server's CPU in Second Life, but when people move from their home zone to another, the CPU power of their home zone does not follow them. So the server at an event is massively oversubscribed, while the one at home is now idle. It's inherently non-scalable for events and for objects that move between zones.

    I've told their CEO and lots of other people there about this many times (and given them dynamically scalable solutions too), but it's bad news so the message is accepted politely and then ignored.

    And yes, it *is* very bad news, because not only does it mean that Second Life has no future as it stands, it also means that there will be a revolution should they try to retrofix it. Because you see their business model is based on people paying for computing resources, and the economics of a dynamically allocated design are radically different. 400K+ landlords will suddenly find that their "investment" is now worthless, because land acreage is merely inactive storage in a dynamic architecture, and will cost almost nothing.

    Which is almost certainly why Linden Labs haven't bitten the bullet and replaced their static design. It will be too painful. And now it may be too late.

    Still, I wish them luck. The concept of Second Life has huge potential. It was just let down by a system architect who didn't understand scalability in a living virtual world, where people actually leave home and want to gather in events.

    --
    "The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
    1. Re:Second Life is totally non-scalable by vadim_t · · Score: 1

      While you bring up good points, 400K landlords?! You're kidding, right?

      Most people in SL buy land to have a place of their own, not to get into the land business. The vast majority of the population wouldn't mind at all if land suddenly got a lot cheaper.

      The ones that would care would be a select very few, like Anshe Chung, for instance.

    2. Re:Second Life is totally non-scalable by Anonymous Coward · · Score: 1, Interesting

      You're right in that sense, a landlord is not just a property owner.

      But given that acreage prices plummetting will have exactly the same effect on the ordinary single-property holders (they'll have to sell at a fraction of their purchase price too), it impacts on all land owners, not just the land barons.

      While house owners are not businesses strictly speaking, they'll make a loss too.

    3. Re:Second Life is totally non-scalable by sstamps · · Score: 2, Interesting

      Actually, each simulation/region is running on one CPU of a multi-cpu server box (of which most of their servers are now "Class IVs" which are quad-processor boxen). So you have four sims sharing everything else in a single server, but having a single CPU dedicated to each one.

      As for the rest of SL, the concept is wonderful; the problem is they are trying to turn it into something silly which is not only unsupported by their core design, it goes against the whole point of being in SL. It's a social game. They want to turn it into a decentralized 3D web platform for the most superficial of interactions between people. The whole concept of "building a community" around a theme is being turned upside down and pretty much thrown out by their aim to mass-commercialize it.

      --
      -SS "Teach the ignorant, care for the dumb, and punish the stupid."
    4. Re:Second Life is totally non-scalable by Anonymous Coward · · Score: 0

      >> Actually, each simulation/region is running on one CPU of a multi-cpu server box (of which most of their servers are now "Class IVs" which are quad-processor boxen). So you have four sims sharing everything else in a single server, but having a single CPU dedicated to each one.

      That still has exactly the same problem as identified in the parent though. Multi-CPU boxes can only dedicate a maximum of one CPU to a sim, so you still can't apply multiple CPUs to the problem of crowds of people arriving in a sim for an event.

      Multi-core SMP working on a single image could help if the server were heavily multi-threaded, but even if Intel comes out with their forecast 80-core processor, that still scales poorly in LL's design as no idle core can help out distant overloaded sims. It's just not structured in a manner that allows more resources to be applied dynamically where needed.

      The problem is entirely one of static resource mapping. The "grid" should be a virtual one only, not a physical one, and all their processing resources should be able to pick up work dynamically from any virtual sim as activity demands. Leaving CPUs to idle away their cycles on home zones when an event zone is glowing red hot is engineering insanity.

      >> The whole concept of "building a community" around a theme is being turned upside down and pretty much thrown out by their aim to mass-commercialize it.

      Yes indeed. The worst aspect of that though is that it makes it totally impossible for LL to redesign its core architecture, as the commercial investments create massive inertia. Linden Labs would get sued out of existence if they were to do anything now that demolished existing profit models.

    5. Re:Second Life is totally non-scalable by Anonymous Coward · · Score: 0

      It's true.. the fact that it's marketed as an entertainment product and yet there is talk from their developers and the community about possibly turning it into a platform for a new Internet... it's really confusing the brand. IMO, they're just full of it when they say they'll decentralize it some day. It sounds more like placating the concerned users. As mentioned above, it is far too late to change the entire structure of this system. They just hit 1 Million users. A complete re-write would cost them a fortune. Croquet however, is in a better position. You can read my review/comparison here.

  29. Sour Grapes.... by queenb**ch · · Score: 1

    Frankly, I think the guys at Southpark had the right of it on Paris Hilton. Still, you have to hand it to her. She's turned being a jobless, skill-less, looser into a paycheck. And a nice hefty pay check at that... which means she's probably not as dumb as you think.

    2 cents,

    QueenB.

    --
    HDGary secures my bank :/
    1. Re:Sour Grapes.... by WilliamSChips · · Score: 1

      Not a paycheck...she gets all her money from Daddy, who is a ruthless businessman.

      --
      Please, for the good of Humanity, vote Obama.
  30. Re:SL just beginning to show signs of real potenti by mrchaotica · · Score: 2, Insightful
    So really, just like the early World Wide Web: Second Life is clunky but shows signs of real promise. It's rife with overinflated business hype. And it always has sex to keep it afloat.

    Actually, it's nothing like the World Wide Web, because it's proprietary and centralized.

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  31. Forum Closure by Anonymous Coward · · Score: 0

    SL jumped the shark when they stifled the community by shutting down their forums. They're interested in high-profile advertising, not listening to their users.

    1. Re:Forum Closure by Anonymous Coward · · Score: 0

      Oh, they're listening to their users. Just the wrongs ones. They want to keep Second Life marketable, so when you have groups of people who do 'shock humor' like fetus cannons, or social experiments like organizing an Agent Smith invasion of a nightclub, their accounts mysteriously disappear.

  32. Scond Life? No Thanks! by NickFortune · · Score: 2, Interesting
    The thing that puts me off second life is the registration process. I want to look around the place right? Thinking of buying some virtual real estate for wife, that sort of thing.

    So I went to register: first they want an email address; then they want the marketing data; then they want your credit card number. Not that they're ever going to charge it, you understand. They just want to hold it on their database where it gives them a warm and cozy feeling.

    It's classic sleazeball technique. Get as much resalable data from the mark as possible, starting with the least intrusive, and working up to something that could actually be used to defraud. I don't trust them, based purely on their methodology.

    Needless to say, I didn't sign up. The next great step forward in computer aided interactions can happen without me, thank you very much.

    --
    Don't let THEM immanentize the Eschaton!
    1. Re:Scond Life? No Thanks! by Anonymous Coward · · Score: 0

      They stopped asking for credit cards at signup back in June. It takes all of 5 minutes to create an account now, with almost no RL information taken. Just give them your usual junk-mail account for signup.

    2. Re:Scond Life? No Thanks! by NickFortune · · Score: 1
      Interesting. Perhaps they got a lot of complaints (as well they might).

      I have to confess to mixed feelings now. I'd still quite like to take a look around, but the credit card episode doesn't really inspire confidence. I suppose the gripping hand is that I don't really have the time, in any case.

      Still, kudos to them for cleaning up their act, at any rate.

      --
      Don't let THEM immanentize the Eschaton!
    3. Re:Scond Life? No Thanks! by Anonymous Coward · · Score: 0

      Actually you dont have to give them the credit card info.

      Try reading the page, it basically says you have 2 options, you can give them your credit card to fully register your account and they will give you 1250 linden bucks to spend on whatever you want. choosing this option gives you the ability to purchase more linden at something like 1000 linden bucks to 1 us dollar or subscription which gives you a weekly allowance of 450 linden and gives you the ability to own land.

      OR

      you can skip that step and just play the game for free, no credit card needed. you want money to buy stuff? you can craft an item and find someone who wants to buy it. not too difficult, just have to spend a little time making a decent product. it doesnt even have to do anything.

    4. Re:Scond Life? No Thanks! by NickFortune · · Score: 1

      yeah yeah. The GP pointed ot that they stopped asking for credit crad numbers from tourists in June or so. Just after I looked at it.

      --
      Don't let THEM immanentize the Eschaton!
  33. THE MAN BEHIND SWG CAN'T BAG ON ANYTHING by Anonymous Coward · · Score: 0


  34. Seriously, what's the point... by Anonymous Coward · · Score: 0

    I don't want to interact with these asses in real life why the hell would I want to spend my time socializing with them in some "second life"? Seriously. If you are that much of a social butterfly you go out to shows, bars and dance. You meet people, you see what they actually look like and you have stories to tell people. You do something active. The idea of sitting around with some fake ass avatar pretending to be social while you get even fatter and more boring is absurd. There are a lot better things to waste your time with then some mindless interaction with other ugly anti-socialites. Yeah.... it's a lot like myspace.

  35. Re: Is Second Life the Paris Hilton of Virtual... by argStyopa · · Score: 1

    I know your response was as tongue-in-cheek as mine was meant to be, but the last couple of notes had enough 'hint of bitterness' that they're worth responding to:
    7) The act of creating isn't doing anything? Awesome, I'll be sure to send that memo over to Da Vinci.
    Relativism, ahoy!

    I'm not sure the it logically follows that "since DaVinci created masterpieces, that all acts of creation are therefore valuable"?

    8) Because the contingent there were racist homophobes who shot their neighbors?
    Funny, I thought it was because the inhabitants of Jesse were hypocrites that believed in the freedoms of speech and thought only when it agreed with their utopian religion (not to be confused with actual religion, with, like, God and stuff). If I recall correctly, the "Jesse War" BEGAN with the suppression of the WW2OLer's FREEDOM OF SPEECH (viz http://www.wired.com/news/games/0,2101,59675,00.ht ml or http://secondlife.com/notes/2003_07_07_archive.php #20030707) because the hippies objected to the pro-war postings and tried to cover them.

    It was absolutely hilarious to us (by now you've probably realized I'm one of "them") that the hippies didn't understand the real ramifications of being in Jesse....ie that the rules of the area allowed a Hobbesian resolution to the conflict. The only reason 'we' effectively lost was because Linden Labs broke their OWN rules and intervened like a Politically-correct Deus ex Machina. That was probably very validating for the hippies, we imagined, because it dovetailed so nicely with their general pro-nanny-state politics (again, ONLY as long as it agrees with their Leftish beliefs). So the WW2OLers lost in actuality, but IMVHO won a giant moral victory.

    --
    -Styopa
  36. You've told them and told them huh? by Anonymous Coward · · Score: 0

    With credentials like yours, how could they have ignored your advice?